Guys, any ideas on how to increase UV bleeding for newly created smart materials? For example currently in albedo map I have almost no UV bleeding (padding) which produces thin seam along uvs.. How to fix that and is it possible?
Hey Defonten! Try editing that group via DynaMask - roll out the Material ID masking feature and you should have options to manipulate the mask to expand it.
Another solution is to ALT+LMB the mask for the layer group in Photoshop so the mask is visible. CTRL+A, CTRL+C, CTRL+N, ENTER, CTRL+V, then use the Magic Wand to select the white areas of your mask. Select -> Modify -> Expand -> X number of pixels -> Fill with white. Try to avoid filling over other areas of your model's UVs that aren't part of the original mask. You can always 3D paint overpainted parts of the model with this method, but it's faster to overlay your UVs to check first.
To use this new mask:
CTRL+A, CTRL+C to select all and copy. Open DynaMask for the layer or group you'd like to mask, set it to black. Click Paint Mask in Photoshop - the paintbrush icon directly above Accept Mask. DynaMask will transfer to Photoshop - CTRL+SHIFT+V to paste in place, so your mask stays where it was created. Click Accept Mask, and repeat as needed.
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Use the sliders to control the width of the mask to produce the padding you need. Let me know if that helps!
To use this new mask:
CTRL+A, CTRL+C to select all and copy.
Open DynaMask for the layer or group you'd like to mask, set it to black.
Click Paint Mask in Photoshop - the paintbrush icon directly above Accept Mask.
DynaMask will transfer to Photoshop - CTRL+SHIFT+V to paste in place, so your mask stays where it was created.
Click Accept Mask, and repeat as needed.